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Hands-on: LittleBigPlanet beta photo

It has been a considerably long time since I woke up in the morning with bright-eyed anticipation for a game. In my youth, this would most often happen with the latest RPG. I would spring out of bed at 6 A.M. to play EarthBound or Breath of Fire. The anticipation of a great time and the curiosity as to what could possibly happen next brought me to life each day.

I’m having that exact experience again with LittleBigPlanet. Every morning I wake up with that same silly grin as the game enters into my thoughts. I obsessively think about all the new player-created content pouring out of the game, things that I need to do to improve my own level, and I think about what I can do to help sift the bad levels from the good. More so, I think about experimentation, which I find to be one of the most delightful aspects of the game thus far.

Of course, I can’t just preview the game on the front page. I’ll need to do that one the flipside. Join me.

Upon booting up LittleBigPlanet, players will be greeted with several tutorials on how to run, jump, wave your arms, and mess with objects. These initial tutorials are essential, but not tedious. LBP has a wonderfully skewed narrator who makes the learning process not only helpful, but also short, concise, and delightfully witty. The narrator is like your dad -- except he doesn’t seem like the type that would eternally hate you if you can’t throw a football worth a lick.

But of course, LBP would lose 900% of its charm without the adorable avatar, Sackboy. Sackboy is the player’s conduit to creation and play throughout LBP. He is delightfully cute, animated, and customizable. His animated demeanor is completely controlled by the player. By pushing in different directions on the d-pad players can control if Sackboy looks particularly sad, happy, grim, or even nervous. He can also point and deliver wallops completely within the player’s control. SIXAXIS is also incorporated with Sackboy, as moving the controller around will move his torso, as well as his head. As usual, the SIXAXIS virtual controlling doesn’t translate that well to LBP as of yet, but the beta build that we have is one generation shy of the full game. Insofar as customizing Sackboy, players can apply stickers, items, and different costumes to their Sackboy at any point in the course of the LBP experience.

Single player seems to be the culmination of several themed levels designed to be platform-based treasure hunts. The real goal of the mode is to complete the level with the most points possible, which will then be uploaded onto PSN and compared with everyone else who previously played the level. The other goal is to collect as many items as possible, all of which can be used either to customize your Sackboy or within level creation. The few levels that we were given to run through in the beta have items cleverly hidden throughout. Oftentimes, I found myself running through the levels multiple times in a vain attempt to collect everything possible throughout the level. Some of the items are hidden exceptionally well and take decent intelligent thought to find. It’s very surprising considering the outward appearance of the game.



LBP would be nothing without its customization options, which extend to all the goals of the single player experience. The heart of it is contained within an in-game menu called the Poppit. The Poppit menu controls sticker applications, dragging tools, chat, character customization and all the tools for level creation. Players can create their own stickers with the PlayStation Eye or use one of the many dispensed throughout the single player experience. Goodies (objects and architecture in the game) as well as tools are dispensed upon the completion of objectives as well. Bringing out all this stuff is as easy as bringing up the menu and everything can be resized, shaped, and cropped in any desirable way albeit it occasionally takes a little creative constitution to do so. The Hearted menu allows players to save their favorite objects to be used liberally. So if Chad made an awesome dolphin, he could heart it, and use it to his heart’s desire in his created levels without having to go through several different blades within the Stickers menu.

The experience of going through all the Poppit menu options is numbing, but the tutorials actually help, and completing them gives you rewards in the form of new stickers and objects. Most importantly, experimentation within level creation can really help players to understand everything they have under their control. As for creating levels, it’s easier than what you may think with predefined palettes or blank backdrops as easy starting points.

From there, level creation is a delightful mess of things. Players can build towering objects out of materials that the game automatically gives you (wood, sponge, glass, etc.) or from items out of the Goodies bag. Customization of those objects happens within the tools menu, which allows players to animate, give sound, suspend, tweak, further customize, or make things lethal. Yes -- you can light any object you create in LBP on fire. The options are practically infinite at this point, and I think that the only thing that will stop anyone from creating anything is the limits of his own imagination. It’s hard to believe that so much is available at this stage.

LBP’s structure is based around a fully-customizable cardboard command center called the Pod. The Pod is the portal to all the various destination experiences in LBP, from exploring player-created levels online, entering into the single player campaign, and playing/editing your own created levels.



There are various multiplayer components integrated into LBP. The first of which is simple cooperative play. Up to four players can join into any game in LBP locally. It can be single player, online, or even level creation. It’s of note to mention that things get quite busy fairly quickly with two Sackboys running around, and it can definitely get confusing with more than three. Level creation can be fairly frustrating for the people not in the first-player position. They can’t undo changes and the camera only follows the person in first-player as well. It’s the classical cooperative platformer issue, but LBP handles it well for the most part. The camera can pan out quite extensively, and it pops in players who are lagging behind or are amazed that there are so many buttons on the PS3 controller.

Players can also jump into other player levels and explore what they have created online. Minor edits can be conducted in other’s levels, but otherwise the experience is all about what the level creator wants people to do. For the majority, the user created levels have been pretty fun and span a fairly diverse range of themes. Players can also evaluate other’s levels by applying neat little tags like “Short,” “Awesome," etc. Right now I’m having a hard time seeing how these tags affect the way the levels are presented in the long-term, but it does serve to raise the excellent level above the trashy and standard.

There are a billion things that can be said about the LBP beta. It has a brilliant presentation, wonderfully vibrant visuals, superb texturing, delightful music, great controls, and an intuitive creation system. The game is packed with nuance and I’m guessing that it can be enjoyed for some time. If the beta is any indication of the final product, then LittleBigPlanet has “Game of the Year” stickered all over it.

 


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63 comments | showing # 51 to 63

MrSlippery's Avatar - Comment posted on 10/05/2008 22:02
MrSlippery
yeah, definitely not feeling it either.

I can see the appeal, and I love Spore, but that is just so easy to get into, and can have some very interesting results.

I'm sure I'll have a PS3 at some point, and I'm sure I'll pick this up. I'm just not seeing it as GOTY material. Creating material and then seeking user approval has been done before.
klubjunkee's Avatar - Comment posted on 10/05/2008 22:35
klubjunkee
I was excited for this game but had some doubts. I can put those doubts to rest now as it has totally surpassed my expectation. It's just like Brad said. Having gotten my beta code giveaway at nearly 2AM on a Tuesday and a slow 900mb download, I could not keep my eyes open to see it through for the life of me. I haven't woken up early at 6AM on a work day and used a sick day with so much anticipation over a video game since FFVII. It was like Christmas as a kid.

Being a guy who dosen't read manuals, I tried to skip as many tutorials as possible and jump right in. I found out later that you'll want to go back and play the tutorials which also unlocks more stickers to use and saves you a lot of time wondering what the heck some of these do-hickeys are and how to apply it.

I played through the first 4 pre-made levels which felt more like a short demo but gave you a fun interactive tutorial. Stephen Fry's narration is freakin awesome! The bulk of the beta was the user content and creation mode which seemed infinite and was what really hooked me. One Wednesday, our office had a power outage and everyone was sent home mid-day. I like to think it was my doing with all my prayers to the LBP Gods so I could go back home and play.

And that's exactly what I did when I got in the door. After playing through some great user created content and getting a better idea of what can be acomplished, It was time to start my own mad science. Some memorable stages like Heist and Shadow of the Colossus showed what fantastic creations can come from such a short time.

I spent the evening creating a level, then pulled an all-nighter knowing I had work the next morning to tweek it. Repeatedly telling myself I would stop after I finished one contraption. I've spent more hours on this Beta then a WOW fanatic on raids. I love The Incredible Machine game BTW. I spent my work day doodling concepts for my level. Ideas just started flowing and it's now 5 days later and my initial level is reaching it's cap limit.

I can't wait to publish it. I've put alot of love into it and incorporated many ideas from classic platformers like Mario and Megaman. I guess you'll be the judge. After playing LBP, I've given serious thoughts about going back to school for Video game developement. Maybe Level design. I would totally be at work early and work long hours to work on my game :D Well, that is until I do it for a living.

Sorry for the long rant but I'm just as excited writing about this gem as I am playing it. My wife who's not really into gaming and thinks I'm on another WOW addition is loving the game too. It's cute and it's easily accessible. I think it's fantastic as this is proof that games can appeal to casual players as well as the hardcore. It has my vote for Game of the Year!
funran's Avatar - Comment posted on 10/05/2008 23:37
funran
This game is great, the beta has been so fun and really gave me a good idea of what to expect from the game. For the people up above that feel that this is a level creator only game are dead wrong, it's a nice feature but there are over 60 premade "story" platformer levels. It's a great addition to ps3's quickly growing library and a great game all together. I can't wait to pick up the full version.
DoomAgent's Avatar - Comment posted on 10/06/2008 00:07
DoomAgent
played the beta. quite enjoyed it. very excited for the full game. not everyone who likes or wants this game is simply buying into hype. not everyone who dislikes or doesn't want this game is a free-thinker who sees the real truth of everyone else being sheep. there are only two choices here. get it or don't. lets not act like we're special because of our decision.
nebones's Avatar - Comment posted on 10/06/2008 03:50
nebones
meh
CALkulon's Avatar - Comment posted on 10/06/2008 04:27
CALkulon
@MaxVest:

opinion, lol?
TorpedoTed's Avatar - Comment posted on 10/06/2008 06:13
TorpedoTed
Looks pretty polished, but whats the aim of the game?
If i could get a PS3 for £150 maybe id get this...il wait for LBP2 when i can afford the system..il play on my mates PS3 for now.
GOTY on PS3 no doubt but that through lack of games! Gears 2, SPORE or COD5 me thinks!!
Demtor's Avatar - Comment posted on 10/06/2008 07:34
Demtor
Glad to hear my hopes for this game are well founded =^D
klubjunkee's Avatar - Comment posted on 10/06/2008 13:10
klubjunkee
More amazing creations keep popping up on YouTube. If you haven't seen the dragon one, check it. This one is just jaw dropping. Not a day has gone by where someone hasn't risen the bar. Sky's the limit for LBP.

http://www.youtube.com/watch?v=R_ETYyLuTSc
dgonchild's Avatar - Comment posted on 10/06/2008 14:10
dgonchild
I love everything about the beta so far, except for 2 things: the search and feedback system. They should just let us use actual text instead of those silly tags.
Rosseh's Avatar - Comment posted on 10/06/2008 19:03
Rosseh
If that dragon was created from pieces not even hinting a dragon then the game is impressively versatile. Still, not the messiah.
deiga-the-semivaliant's Avatar - Comment posted on 10/08/2008 15:12
deiga-the-semivaliant
I'm incredibly excited for LBP. All this preview talk is making me even more excited. Damn I wish I got a beta....
faultymoose's Avatar - Comment posted on 10/10/2008 08:04
faultymoose
TorpedoTed: Did you seriously list Spore as a contender for GOTY? O_O
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